import { allAbilities } from "#app/data/ability.js"; import { allMoves } from "#app/data/move.js"; import { MoveEffectPhase } from "#app/phases"; import GameManager from "#app/test/utils/gameManager"; import { getMovePosition } from "#app/test/utils/gameManagerUtils"; import { Abilities } from "#enums/abilities"; import { Moves } from "#enums/moves"; import { Species } from "#enums/species"; import Phaser from "phaser"; import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; import { SPLASH_ONLY } from "../utils/testUtils"; describe("Abilities - Wonder Skin", () => { let phaserGame: Phaser.Game; let game: GameManager; beforeAll(() => { phaserGame = new Phaser.Game({ type: Phaser.HEADLESS, }); }); afterEach(() => { game.phaseInterceptor.restoreOg(); }); beforeEach(() => { game = new GameManager(phaserGame); game.override.battleType("single"); game.override.moveset([Moves.TACKLE, Moves.CHARM]); game.override.ability(Abilities.BALL_FETCH); game.override.enemySpecies(Species.SHUCKLE); game.override.enemyAbility(Abilities.WONDER_SKIN); game.override.enemyMoveset(SPLASH_ONLY); }); it("lowers accuracy of status moves to 50%", async () => { const moveToCheck = allMoves[Moves.CHARM]; vi.spyOn(moveToCheck, "calculateBattleAccuracy"); await game.startBattle([Species.PIKACHU]); game.doAttack(getMovePosition(game.scene, 0, Moves.CHARM)); await game.phaseInterceptor.to(MoveEffectPhase); expect(moveToCheck.calculateBattleAccuracy).toHaveReturnedWith(50); }); it("does not lower accuracy of non-status moves", async () => { const moveToCheck = allMoves[Moves.TACKLE]; vi.spyOn(moveToCheck, "calculateBattleAccuracy"); await game.startBattle([Species.PIKACHU]); game.doAttack(getMovePosition(game.scene, 0, Moves.TACKLE)); await game.phaseInterceptor.to(MoveEffectPhase); expect(moveToCheck.calculateBattleAccuracy).toHaveReturnedWith(100); }); const bypassAbilities = [Abilities.MOLD_BREAKER, Abilities.TERAVOLT, Abilities.TURBOBLAZE]; bypassAbilities.forEach(ability => { it(`does not affect pokemon with ${allAbilities[ability].name}`, async () => { const moveToCheck = allMoves[Moves.CHARM]; game.override.ability(ability); vi.spyOn(moveToCheck, "calculateBattleAccuracy"); await game.startBattle([Species.PIKACHU]); game.doAttack(getMovePosition(game.scene, 0, Moves.CHARM)); await game.phaseInterceptor.to(MoveEffectPhase); expect(moveToCheck.calculateBattleAccuracy).toHaveReturnedWith(100); }); }); });